4
PROLONGED ACTIONS - LMB P. 22 Prolonged actions are used to evoke an atmosphere of tension, but may also be used when the acting Heroes want to tackle a difficult task with caution, and have time to do it. A prolonged action may also be called upon to present a challenge that would be otherwise translated only by choosing an excessive target number ACTION ROLLS SUGGESTED SKILLS COOPERATION Breaking down a door 3 Athletics Max 3 Heroes Convincing an unwilling individual to help 5 Persuade, Awe, Courtesy Allowed Researching Obscure Lore 4 Lore, Riddle, Song Allowed Finding the way again when lost in the wild 4 Explore, Hunting Allowed Swimming across a wide river 5 Athletics Not Allowed Scouting a wide area 4 to 6 Explore Allowed TN Additional Rolls -1 3 Successful Rolls -2 4-5 Successful Rolls -3 6 or more Successful Rolls EXAMPLE PROLONGED ACTIONS TRAITS THREE MAIN USES TRIGGER AN AUTOMATIC ACTION Use of the Trait results in an automatic success if the Trait is deemed relevant by the LM PROPOSE AN UNFORESEEN ACTION Use of the Trait allows a Hero to intervene in a situation that is normally out of the Hero’s control with agreement from the LM GAIN AN ADVANCEMENT POINT After completing a successful action, the Player may invoke the Trait to ask for an advancement point with consensus from all other players and the LM TN DIFFICULTY (skill rank ) 10 Very Easy 12 Easy 14 Moderate 16 Hard 18 Severe 20 Daunting T N DIFFICULTY LMB P . 19 DEFAULT TN 14 Degree e of Success Success The action was successful plus j Great Success plus jj+ Extraordinary Success AB= Adventurer’s Book LMB = Loremaster’s Book TYPICAL TASKS AB B P. 149 TASK ABILITY Choose location to set up camp Explore Climbing Athletics Cook meal Craft Find food in the Wild Explore or Hunting Find traps Search Find solution to an enigma Riddle Follow tracks Hunting Hiding Stealth Interpret writing Lore Move quietly Stealth Negotiate a deal Insight or Persuade Obtain an audience with an important person Awe or Courtesy Open lock Craft Public speech Inspire Riding Athletics Speak with a live Dragon Riddle Start a fire Craft Swimming Athletics BASIC ACTION RESOLUTION Player states intent Choose Ability for Action Player sets Objective for attempted Action LM Sets Difficulty (Default: TN 14) Before the Roll - The Player may announce that the Hero will use a special ability (Trait or Virtue) After the Roll - Player may spend HOPE to invoke an ATT bonus Test Results in a Failure, or varying Degrees of Success MASTER R SKILL LIST BODY HEART WITS SKILL GROUP Awe Inspire Persuade PERSONALITY Athletics Travel Stealth MOVEMENT Awareness Insight Search PERCEPTION Explore Healing Hunting SURVIVAL Song Courtesy Riddle CUSTOM Craft Battle Lore VOCATION TESTS S - LMB P. 28, , 29 FAILURE FATIGUE Travel - See Jou urneys FEAR FEAT Die + Valour May spend Hope to add Heart May not Invoke ATT Bonuses as long as source of Fear is present CORRUPTION FEAT Die + Wisdom May spend Hope to add Heart Gain Shadow for Anguish and Blighted Places (See Corruption Charts) ORIENTATION Explo ore Skill Confused and at Risk for Being Lost PERCEPTION Awareness (fo or surroundings) o behavior) or Insight (for unusual ) PROTECTION Armor + Helmet vs. Injury of Weapon May spend Hope to add Base Body Results in Wound Mark Wounded on Hero Sheet RANGED WEAPON SHORT RANGE MEDIUM RANGE LONG RANGE Thrown Spear 5 + Body 10 + Body 20 + Body Bow 10 + Body 20 + Body 30 + Body Great Bow 20 + Body 30 + Body 40 + Body OPTIONAL RULE - EPIC FEATS - LMB p. 20 RECOV VERY HEROS CONDITION AT THE CONCLUSION N OF COMBAT AFTER A BRIEF REST (>30 MIN) NOT WOUNDED Recover End durance equal to Hero’s Heart Score UNCONSCIOUS BUT NOT WOUNDED As Not Wound ded, and wakes up at the end of the rest Hero’s wi ill recover Endurance at the normal rate for Resting TREATING W WOUNDS Wounded H Her ro’s may attempt to sp peed recovery by treating Wounds. Healing Roll vs. TN 14 4 Success - WOUND is considered Treated, Underline WOUNDED Failed He eal ling rolls cannot be rep peated for a Full Day (24 Hours) DYING Characters must h is succes hav ssfu ve their wounds treate ully treated, the Hero i ed within 12 hours or they will die. If the wound is no longer considered DYING. REST TING Heroes recover an am The amo mou oun unt of Endurance after nt they recover depend r each prolonged rest, usually a night’s sleep. ds upon their current Condition. WOUNDED and In njur ries Untreated 1 Endurance Point WOUNDED and I Inju uries Treated 2 Endurance Points UNINJU UR RED 2 Endurance Points, PLUS a number of points equal to the Hero’s Heart Score. HEAL WO OUNDS When a WOUNDED H t Remo Her tha ove ro’s Endurance score r at Hero is considered to e the WOUNDED condit reaches its maximum after a prolonged rest, o be back to full health. tion from his character sheet FATIG GUE If the Hero reduced his en ncumbrance rating befo fatigue rating ore taking a prolonged rest, he may update his accordingly. A Hero may regain any i at a Safe loc incr cati rease in Fatigue from J ion. Prolonged rest’s in This will usually occu Journeys at the rate of 1 Fatigue per night’s rest n the Wild are not considered safe. ur at Journey's end. HERO CONDITIONS AND STATES OF HEALTH WEARY Fatigue Endurance All Success dice that give a result of 1, 2, or 3 are considered to be zero instead EXHAUSTED When a Hero’s Endu unconsciou urance drops to Zero, he is exhausted and falls us. This results in a WEARY condition. MISERABLE Shadow Hope In Danger of Suffering from a BOUT OF MADNESS SPENT When a Hero is reduced t stress at the first op to zero Hope, the Hero will flee from any danger or pportunity, unless cornered or forced to fight WOUNDED When a Hero fails a Prot second WOUND, th tection Test, he is WOUNDED. If the Hero receives a he Hero immediately becomes unconscious. UNCONSCIOUS As soon as a Hero reg gains 1 or more Endurance points, he wakes up. DYING When a WOUNDED Hero o is reduced to zero Endurance, he passes out and is considered to be DYING. KILLING BLOW A Hero who is already another WOUND AND re y WOUNDED, is killed instantly when he receives educed to zero Endurance points at the same time. COUP DE GRÂCE An unconscious, or def has an opportunity, me perform a fenseless, Hero is killed immediately if an enemy eans (weapons or other lethal attack), and time to a Coup de Grâce (one combat turn) POISONED A Poisoned Hero is cons falls unconscious as if he fall unconscious if he is sidered WOUNDED. If a Hero is wounded once, he e was WOUNDED twice. A WOUNDED Hero will also Poisoned. A Poisoned condition remains until it is treated, or it wears off.

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PROLONGED ACTIONS - LMB P. 22Prolonged actions are used to evoke an atmosphere of tension, but may also be used when the acting Heroes want to tackle a difficult task with caution, and have time to do it. A prolonged action may also be called

upon to present a challenge that would be otherwise translated only by choosing an excessive target number

ACTION ROLLS SUGGESTED SKILLS COOPERATION

Breaking down a door 3 Athletics Max 3 HeroesConvincing an unwilling individual to help 5 Persuade, Awe,

Courtesy Allowed

Researching Obscure Lore 4 Lore, Riddle, Song AllowedFinding the way again when lost in the wild 4 Explore, Hunting Allowed

Swimming across a wide river 5 Athletics Not Allowed

Scouting a wide area 4 to 6 Explore Allowed

TN Additional Rolls-1 3 Successful Rolls-2 4-5 Successful Rolls-3 6 or more Successful Rolls

EXAMPLE PROLONGED ACTIONS

TRAITSTHREE MAIN USES

TRIGGER AN AUTOMATIC ACTION Use of the Trait results in an automatic success if the Trait is

deemed relevant by the LM

PROPOSE AN UNFORESEEN ACTION Use of the Trait allows a Hero to intervene in a situation that is normally out of the Hero’s control with agreement from the LM

GAIN AN ADVANCEMENT POINT After completing a successful action, the Player may invoke the Trait to ask for an advancement point with consensus from all

other players and the LM

TNDIFFICULTY

(skill rank )

10 Very Easy

12 Easy

14 Moderate

16 Hard

18 Severe

20 Daunting

⧫ ⧫ ⧫

TN DIFFICULTY LMB P. 19DEFAULT TN 14

Degree of SuccessDegree of Success

Success The action was successful

plus j Great Success

plus jj+ Extraordinary Success

AB= Adventurer’s Book LMB = Loremaster’s Book

TYPICAL TASKS AB P. 149TYPICAL TASKS AB P. 149TASK ABILITY

Choose location to set up camp ExploreClimbing AthleticsCook meal CraftFind food in the Wild Explore or HuntingFind traps SearchFind solution to an enigma RiddleFollow tracks HuntingHiding StealthInterpret writing LoreMove quietly StealthNegotiate a deal Insight or PersuadeObtain an audience with an important person Awe or Courtesy

Open lock CraftPublic speech InspireRiding AthleticsSpeak with a live Dragon RiddleStart a fire CraftSwimming Athletics

BASIC ACTION RESOLUTIONPlayer states intent

Choose Ability for ActionPlayer sets Objective for attempted Action

LM Sets Difficulty (Default: TN 14)Before the Roll - The Player may announce that the Hero

will use a special ability (Trait or Virtue)After the Roll - Player may spend HOPE to invoke an ATT

bonusTest Results in a Failure, or varying Degrees of Success

MASTER SKILL LISTMASTER SKILL LISTMASTER SKILL LISTMASTER SKILL LISTBODY HEART WITS SKILL GROUP

Awe Inspire Persuade PERSONALITY

Athletics Travel Stealth MOVEMENT

Awareness Insight Search PERCEPTION

Explore Healing Hunting SURVIVAL

Song Courtesy Riddle CUSTOM

Craft Battle Lore VOCATION

TESTS - LMB P. 28, 29TESTS - LMB P. 28, 29TESTS - LMB P. 28, 29 FAILURE

FATIGUE Travel - See JourneysTravel - See JourneysTravel - See Journeys

FEAR FEAT Die +Valour

May spend Hope

to add Heart

May not Invoke ATT Bonuses as long as

source of Fear is present

CORRUPTIONFEAT Die +

Wisdom

May spend Hope

to add Heart

Gain Shadow forAnguish and Blighted

Places(See Corruption Charts)

ORIENTATION Explore SkillExplore Skill Confused and at Risk for Being Lost

PERCEPTION Awareness (for surroundings) or Insight (for unusual behavior)

Awareness (for surroundings) or Insight (for unusual behavior)

Awareness (for surroundings) or Insight (for unusual behavior)

PROTECTION

Armor + Helmet vs. Injury of Weapon

May spend Hope

to add Base Body

Results in WoundMark Wounded on Hero

Sheet

RANGEDWEAPON SHORT RANGE MEDIUM RANGE LONG RANGE

Thrown Spear 5 + Body 10 + Body 20 + BodyBow 10 + Body 20 + Body 30 + Body

Great Bow 20 + Body 30 + Body 40 + Body

OPTIONAL RULE - EPIC FEATS - LMB p. 20

RECOVERYRECOVERYRECOVERYRECOVERYHERO’S CONDITION AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)

NOT WOUNDED Recover Endurance equal to Hero’s Heart ScoreRecover Endurance equal to Hero’s Heart ScoreRecover Endurance equal to Hero’s Heart ScoreUNCONSCIOUS BUT

NOT WOUNDEDAs Not Wounded, and wakes up at the end of the restAs Not Wounded, and wakes up at the end of the restAs Not Wounded, and wakes up at the end of the rest

Hero’s will recover Endurance at the normal rate for RestingHero’s will recover Endurance at the normal rate for RestingHero’s will recover Endurance at the normal rate for RestingHero’s will recover Endurance at the normal rate for Resting

TREATING WOUNDSTREATING WOUNDSTREATING WOUNDSTREATING WOUNDSWounded Hero’s may attempt to speed recovery by treating Wounds.Wounded Hero’s may attempt to speed recovery by treating Wounds.Wounded Hero’s may attempt to speed recovery by treating Wounds.Wounded Hero’s may attempt to speed recovery by treating Wounds.

Healing Roll vs. TN 14Healing Roll vs. TN 14 Success - WOUND is considered Treated, Underline WOUNDEDSuccess - WOUND is considered Treated, Underline WOUNDED

Failed Healing rolls cannot be repeated for a Full Day (24 Hours)Failed Healing rolls cannot be repeated for a Full Day (24 Hours)Failed Healing rolls cannot be repeated for a Full Day (24 Hours)Failed Healing rolls cannot be repeated for a Full Day (24 Hours)DYING Characters must have their wounds treated within 12 hours or they will die. If the wound

is successfully treated, the Hero is no longer considered DYING.DYING Characters must have their wounds treated within 12 hours or they will die. If the wound

is successfully treated, the Hero is no longer considered DYING.DYING Characters must have their wounds treated within 12 hours or they will die. If the wound

is successfully treated, the Hero is no longer considered DYING.DYING Characters must have their wounds treated within 12 hours or they will die. If the wound

is successfully treated, the Hero is no longer considered DYING.

RESTINGRESTINGRESTINGRESTINGHeroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.

The amount they recover depends upon their current Condition.Heroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.

The amount they recover depends upon their current Condition.Heroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.

The amount they recover depends upon their current Condition.Heroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.

The amount they recover depends upon their current Condition.WOUNDED and Injuries UntreatedWOUNDED and Injuries UntreatedWOUNDED and Injuries Untreated 1 Endurance Point

WOUNDED and Injuries TreatedWOUNDED and Injuries TreatedWOUNDED and Injuries Treated 2 Endurance Points

UNINJUREDUNINJUREDUNINJURED2 Endurance Points, PLUS a number of points

equal to the Hero’s Heart Score.

HEAL WOUNDSHEAL WOUNDSHEAL WOUNDSHEAL WOUNDSWhen a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,

that Hero is considered to be back to full health.Remove the WOUNDED condition from his character sheet

When a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,that Hero is considered to be back to full health.

Remove the WOUNDED condition from his character sheet

When a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,that Hero is considered to be back to full health.

Remove the WOUNDED condition from his character sheet

When a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,that Hero is considered to be back to full health.

Remove the WOUNDED condition from his character sheet

FATIGUEFATIGUEFATIGUEFATIGUEIf the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his

fatigue rating accordingly.If the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his

fatigue rating accordingly.If the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his

fatigue rating accordingly.If the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his

fatigue rating accordingly.A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest

at a Safe location. Prolonged rest’s in the Wild are not considered safe.This will usually occur at Journey's end.

A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a Safe location. Prolonged rest’s in the Wild are not considered safe.

This will usually occur at Journey's end.

A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a Safe location. Prolonged rest’s in the Wild are not considered safe.

This will usually occur at Journey's end.

A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a Safe location. Prolonged rest’s in the Wild are not considered safe.

This will usually occur at Journey's end.

HERO CONDITIONS AND STATES OF HEALTHHERO CONDITIONS AND STATES OF HEALTHHERO CONDITIONS AND STATES OF HEALTH

WEARY Fatigue ≥ Endurance All Success dice that give a result of 1, 2, or 3 are considered to be zero instead

EXHAUSTEDWhen a Hero’s Endurance drops to Zero, he is exhausted and falls

unconscious. This results in a WEARY condition.When a Hero’s Endurance drops to Zero, he is exhausted and falls

unconscious. This results in a WEARY condition.

MISERABLE Shadow ≥ Hope In Danger of Suffering from a BOUT OF MADNESS

SPENTWhen a Hero is reduced to zero Hope, the Hero will flee from any danger or

stress at the first opportunity, unless cornered or forced to fightWhen a Hero is reduced to zero Hope, the Hero will flee from any danger or

stress at the first opportunity, unless cornered or forced to fight

WOUNDEDWhen a Hero fails a Protection Test, he is WOUNDED. If the Hero receives a

second WOUND, the Hero immediately becomes unconscious.When a Hero fails a Protection Test, he is WOUNDED. If the Hero receives a

second WOUND, the Hero immediately becomes unconscious.

UNCONSCIOUS As soon as a Hero regains 1 or more Endurance points, he wakes up.As soon as a Hero regains 1 or more Endurance points, he wakes up.

DYINGWhen a WOUNDED Hero is reduced to zero Endurance, he passes out and is

considered to be DYING.When a WOUNDED Hero is reduced to zero Endurance, he passes out and is

considered to be DYING.

KILLING BLOWA Hero who is already WOUNDED, is killed instantly when he receives

another WOUND AND reduced to zero Endurance points at the same time.A Hero who is already WOUNDED, is killed instantly when he receives

another WOUND AND reduced to zero Endurance points at the same time.

COUP DE GRÂCEAn unconscious, or defenseless, Hero is killed immediately if an enemy has an opportunity, means (weapons or other lethal attack), and time to

perform a Coup de Grâce (one combat turn)

An unconscious, or defenseless, Hero is killed immediately if an enemy has an opportunity, means (weapons or other lethal attack), and time to

perform a Coup de Grâce (one combat turn)

POISONED

A Poisoned Hero is considered WOUNDED. If a Hero is wounded once, he falls unconscious as if he was WOUNDED twice. A WOUNDED Hero will also fall unconscious if he is Poisoned. A Poisoned condition remains until it is

treated, or it wears off.

A Poisoned Hero is considered WOUNDED. If a Hero is wounded once, he falls unconscious as if he was WOUNDED twice. A WOUNDED Hero will also fall unconscious if he is Poisoned. A Poisoned condition remains until it is

treated, or it wears off.

Page 2: TOR GM Screen v1.0

COMBAT- LMB P. 41, AB P. 156

COMBAT ADVANTAGE - LMB P.41-42ROLL BATTLE

COMBAT ADVANTAGE - LMB P.41-42ROLL BATTLE

Ambushed Enemy TN 12Defending TN 14Attacking TN 18

Success 1 Bonus Dice

j 2 Bonus DIce

jj+ 3 Bonus Dice

Only 1 Bonus Success Dice per player may be used per turn. Bonus Success Dice may be shared, but must be

used on the turn shared

Only 1 Bonus Success Dice per player may be used per turn. Bonus Success Dice may be shared, but must be

used on the turn shared

DETERMINE INITIATIVE - LMB P. 41DETERMINE INITIATIVE - LMB P. 41COMPANY IS . . . HOLDS INITIATIVE

Defending CompanyAttacking Enemy

Uncertain Opposed BATTLE RollOnly Highest Rating rolls

RESOLVE OPENING VOLLEYSTN 12 + PARRY + SHIELD (DOUBLE SHIELD IF AWARE)

RESOLVE OPENING VOLLEYSTN 12 + PARRY + SHIELD (DOUBLE SHIELD IF AWARE)

SURPRISE - LMB P. 42-43SURPRISE - LMB P. 42-43SURPRISE - LMB P. 42-43ROLL AWARENESS

SEE BEING AMBUSHED CHARTROLL AWARENESS

SEE BEING AMBUSHED CHARTROLL AWARENESS

SEE BEING AMBUSHED CHART

FailSurprised

may not roll for Combat AdvantageCannot make Opening Volley Attack

Surprisedmay not roll for Combat AdvantageCannot make Opening Volley Attack

Success Roll for Combat AdvantageRoll for Combat Advantage

j

Warn 1 other companionCompanion is considered to have

succeeded in Surprise roll

Warn 1 other companionCompanion is considered to have

succeeded in Surprise roll

jj+ as Great Success but 2 companions warned

as Great Success but 2 companions warned

Company is ... Initiative Combat Advantage≤ 1/2 Surprised Company Defending TN 14> 1/2 Surprised Enemy Attacking TN 18

AMBUSH - LMB P. 43AMBUSH - LMB P. 43ROLL BATTLE, HUNTING, OR STEALTH

SEE AMBUSHING CHARTROLL BATTLE, HUNTING, OR STEALTH

SEE AMBUSHING CHART

Fail Ambush FailsSuccess ALL COMPANIONS MUST SUCCEED

j May help 1 other companion succeed

jj+ May help 2 other companions succeed

AMBUSH SUCCESSFULAMBUSH SUCCESSFUL

Company automatically Holds the InitiativeCompany automatically Holds the InitiativeSurprised Enemies may not make Opening VolleysSurprised Enemies may not make Opening Volleys

AMBUSH FAILEDAMBUSH FAILED

Enemies spot attack; Resolve Opening Combat normallyEnemies spot attack; Resolve Opening Combat normally

CLOSE QUARTERS - LMB P. 44CLOSE QUARTERS - LMB P. 44Choose Combat Stance See Stance Chart

More Enemies than HeroesMore Enemies than Heroes1 Companion 3 Man sized or 2 Large

More Heroes than EnemiesMore Heroes than EnemiesMax 3 Companions 1 Man sizedMax 5 Companions 1 Large Sized (Troll)

COMBATSTANCE

COMBAT TN

INITIATIVE ORDER

SPECIAL MANEUVER

Forward 6 1 Intimidate Foe

Open 9 2 Rally Comrades

Defensive 12 3 Protect Companion

Rearward 12 4 Prepare Shot

All StancesAll StancesAll Stances Escape Combat

ESCAPE COMBATESCAPE COMBATAT THE END OF THE COMBAT ROUNDAT THE END OF THE COMBAT ROUND

Rearward Stance previous round Flee Combat at beginning of round

Close Combat Athletics vs. TN 10 + Highest attribute level of opponents facing Hero

Success Flee CombatGreat or Extraordinary Success needed for multiple opponentsGreat or Extraordinary Success needed for multiple opponents

Failure May not attack next turn

INTIMIDATE FOEINTIMIDATE FOEForego attack this turn;

IF WOUNDED LAST ROUND, MAY NOT INTIMIDATEForego attack this turn;

IF WOUNDED LAST ROUND, MAY NOT INTIMIDATE

Awe or Battle roll vs. TN 10 + Highest attribute level of all enemies in combat

Awe or Battle roll vs. TN 10 + Highest attribute level of all enemies in combat

Failure Lose 1 HopeSuccess Enemy loses 1 Hate Point

j Enemy loses 2 Hate Points

jj+ Enemy loses 3 Hate Points

Loremaster assigns Hate point lossLoremaster assigns Hate point loss

PROTECT COMPANIONUpon entering Defensive Stance,

Announce defended companion for this turnWhen defended companion is attacked,

Spend 1 Hope to become target of AttackAttack is resolved normally as if attack was originally aimed at

defending Hero

RALLY COMRADESRALLY COMRADESForego attack this turnForego attack this turn

Inspire or Song roll vs. TN 14Inspire or Song roll vs. TN 14Failure Lose 1 HopeSuccess ALL members of the company gain 1 Endurance

j ALL members of the company gain 2 Endurance

jj+ALL members gain 3 Endurance, or a number of points equal to the Rallying Hero’s Heart score, whichever is higher

PREPARE SHOTForego attack this round to prepare shot

Next Round, if ranged attack is successful;attack is an automatic called shot

WEAPON TYPE SUCCESSFUL CALLED SHOT

Axe Target’s Shield is smashedBow Attack is a Piercing Blow

Mattock Target’s Shield is smashedSwords Target drops its weaponSpears Attack is a Piercing Blow

ATTACKER IS ... TN EXAMPLES RANGED ATTACKSModerately Hindered +2 Standing on difficult terrain, unfavorable

weather, cramped quartersTarget at medium range, Target under

good cover (Trees in a thin wood)

Severely Hindered +4Almost Blind from Heavy Snow, Knee-deep

in mud, or swift-running water, or in Darkness

Target at long range, target is very small (Bird, etc.) protected by darkness

or in ample coverDEFENDER IS ... TN EXAMPLES RANGED ATTACKS

Moderately Hindered -2 against a wall, in a corner, forced to fight in

cramped quartersTarget is larger than human size

(a Troll)

Severely Hindered -4Blinded by the sun, attacked while

attempting to flee, immobilized in snow or mud

Target is huge(a Giant, or Dragon)

COMPLICATIONS

THE ENEMY IS . . . TNCompletely unaware of attack,sleeping, etc.

No RollRequired

Marching without scouts, encamped without set watches 12

Moderately alert, at least one on Lookout, as when advancing in enemy territory, but not expecting an immediate attack

14

Alert, with set watches, or advancing in an area unfit for ambush 16

Extremely alert, creatures with heightened senses 18

AMBUSHINGTHE COMPANIONS ARE . . . TN

Alert, Wary of Ambush, Everyone on lookout, or advancing in an area unfit for ambush

12

Moderately alert, at least one on Lookout, as when advancing in enemy territory, but not expecting an immediate attack

14

Marching without Lookouts, or no watches set at night 16

Concentrating on another task and unaware of surroundings 18

BEING AMBUSHED

WEAPON DAMAGE EDGE INJURY GROUP CALLED SHOT NOTES

DAGGER 3 g 12 ~SHORT SWORD 5 10 14 Swords Disarm

SWORD 5 10 16 Swords Disarm

LONG SWORD5 (1h)7 (2h) 10 16 (1h)

18 (2h) Swords Disarm 1 or 2 handed

SPEAR5 (1h)7 (2h) 9 14 Spears Piercing Can be Thrown

GREAT SPEAR 9 9 16 (1h)18 (2h) Spears Piercing 2 handed

Cannot be ThrownAXE 5 g 18 Axes Break Shield

GREAT AXE 9 g 20 Axes Break Shield 2 HandedLONG-HAFTED

AXE5 (1h)7 (2h) g

18 (1h)20 (2h) Axes Break Shield 1 or 2 handed

MATTOCK 8 10 18 (1h)20 (2h) ~ Break Shield 2 Handed

BOW 5 10 14 Bows Piercing Ranged WeaponGREAT BOW 7 10 16 Bows Piercing

BRAWLINGUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great

or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great

or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great

or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great

or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great

or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great

or extraordinary success. Cannot inflict a piercing blow

THROWINGUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating

for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating

for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating

for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating

for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating

for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating

for great or extraordinary success. Cannot inflict a piercing blow

WEAPONS OF THE FREE PEOPLES

FIRE

SOURCEEND. LOSS PER ROUND

PROTECTION TEST TN

Torch Flame 3 12Camp-Fire 5 14

Brazier of Charcoal 8 16Funeral Pyre 12 18Dragon Fire 20 20

DISTANCE IN FEET

END.LOSS

PROTECTION TEST

3 2 ~6 4 109 6 1112 8 12

+ 3 feet +2 End. +1 TNFalling a great distance, or reduced to zero endurance and wounded:

Killed instantly

Falling a great distance, or reduced to zero endurance and wounded:

Killed instantly

Falling a great distance, or reduced to zero endurance and wounded:

Killed instantly

FALLING DROWNINGIf a Hero is underwater or is unable to breathe for long periods, suffer 5 Endurance Damage

every round due to suffocation

OTHER FORMS OF INJURY

Page 3: TOR GM Screen v1.0

THE WEAPONS OF THE ENEMY

ADVERSARIES - LMB P. 70-85ADVERSARIES - LMB P. 70-85ADVERSARIES - LMB P. 70-85

NAME END. SPECIAL ABILITIES

GREAT ORC 43 Hideous Strength, Great Size, Commanding Voice, Horrible Strength

MORDOR ORCS MORDOR ORCS MORDOR ORCS SNAGA TRACKER 8 Hate Sunlight, Snake-like SpeedBLACK URUK 20 Horrible StrengthMESSENGER OF LUGBÚRZ

18 Hate Sunlight, Snake-like Speed, Commanding Voice

ORCS OF THE MISTY MOUNTAINSORCS OF THE MISTY MOUNTAINSORCS OF THE MISTY MOUNTAINS

ORC CHIEFTAIN 20 Hate Sunlight, Horrible Strength, Snake-like Speed, Commanding Voice

GOBLIN ARCHER 8 Hate Sunlight, Denizen of the Dark, CravenORC GUARD 16 Hate Sunlight, Hideous ToughnessORC SOLDIER 12 Hate Sunlight, Craven

SPIDERS OF MIRKWOODSPIDERS OF MIRKWOODSPIDERS OF MIRKWOOD

ATTERCOP 12 Great Leap, Seize Victim

GREAT SPIDER 36 Denizen of the Dark, Seize Victim, Strike Fear (TN 16) Dreadful Spells*

TROLLSTROLLSTROLLS

CAVE TROLL 76 Great Size, Hideous Toughness, Savage Assault, Thick Hide

HILL TROLL 84 Great Size, Hideous Toughness, Strike Fear

HILL TROLL CHIEF 90 Great Size, Hideous Toughness, Horrible Strength, No Quarter

MOUNTAIN TROLL 96 Great Size, Hideous Toughness, Horrible Strength, Thing of Terror

STONE TROLL 72 Great Size, Horrible Strength, Hatred (Dwarves)

WOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILD

WILD WOLVES 12 Fear of Fire, Seize Victim, Great LeapWOLF LEADER 16 Fear of Fire, Savage Assault, Strike FearTHE WEREWOLF OF

MIRKWOOD68 Thing of Terror (TN 16), Savage Assault,

Denizen of the Dark, Great Leap, Great SizeHOUND OF SAURON 20 Strike Fear, Hideous Toughness, Savage Assault

VAMPIRESVAMPIRESVAMPIRES

GREAT BAT 10 Hate Sunlight, Denizen of the Dark, Seize Victim, Fell Speed, Bewilder

SECRET SHADOW 35 Hate Sunlight, Denizen of the Dark, Snake-like Speed, Fell Speed, Savage Assault, Bewilder

WEAPON TYPE DAMAGE EDGE INJURY CALLED SHOT

ORC WEAPONSORC WEAPONSORC WEAPONSORC WEAPONSORC WEAPONSBENT SWORD 4 10 12 Disarm

BOW OF HORN 4 10 12 Poison*BROAD-BLADED SWORD 4 10 14 Poison*BROAD-HEADED SPEAR 5 10 14 Piercing

JAGGED KNIFE 3 14 ~HEAVY SCIMITAR (2H) 7 10 14 Break Shield

ORC AXE 5 16 Break ShieldSPEAR 4 9 12 Piercing

*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71

SPIDER WEAPONSSPIDER WEAPONSSPIDER WEAPONSSPIDER WEAPONSSPIDER WEAPONSENSNARE* ~ ~ ~ ~

If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting

If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting

If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting

If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting

If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting

STING ATT. Level 10 14 Poison**Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75

TROLL WEAPONSTROLL WEAPONSTROLL WEAPONSTROLL WEAPONSTROLL WEAPONS

BITE 5 14 ~CLUB 6 10 14 ~

CRUSH ATT. Level 12 ~HEAVY HAMMER 8 16 Break Shield

WOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILDBITE ATT. Level 10 14 Piercing

REND ATT. Level 14 ~

VAMPIRESVAMPIRESVAMPIRESVAMPIRESVAMPIRESBITE ATT. Level 16 Piercing

RAKE ATT. Level 14 ~

All creatures of the Enemy automatically attempt a called shot whenever the Hero attacking it fails their attack roll and gets a on their Feat Die

When rolling for the servants of the Shadow, switch the value of the special icons on the Feat die. The Icon becomes the highest possible result and the g rune becomes the lowest possible result and equals zero.

ATTRIBUTES OF THE ENEMY - LMB P.64-65ATTRIBUTE

LEVELAdded as a bonus every time a creatures attempts a roll using a characteristic indicated as favoured, and as damage bonus when the creature rolls a great or extraordinary success

ENDURANCEA creature is knocked out of combat when it is reduced to zero Endurance. It is killed outright when it is wounded once , unless it possesses a special ability that prevents it.

HATE Used to power a creature’s special abilities. SEE LMB p. 66-68PARRY Parry Rating is used to calculate the TN to hit the creature in combat

ARMORWorks the same as a hero’s. If the rating is underlined, Add the creature’s attribute level to all protection rolls

SKILLSRoll a number of success dice equal to the rating. If the skill is favoured, add the creature’s attribute level to the roll.

WEAPON SKILLS

Corresponds to the weapon being wielded by the creature and indicated in the creature’s weapon table

COMMON WEAPONS

Indicates the common weapons usually employed by the creature

BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59When a Hero is MISERABLE and rolls a on his Feat Die,

that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,

that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,

that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,

that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,

that Hero suffers a BOUT OF MADNESS

TAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessThe duration of the Madness lasts until the Hero performs an action that the Hero

will regretThe duration of the Madness lasts until the Hero performs an action that the Hero

will regretThe duration of the Madness lasts until the Hero performs an action that the Hero

will regretThe duration of the Madness lasts until the Hero performs an action that the Hero

will regretThe duration of the Madness lasts until the Hero performs an action that the Hero

will regretYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occur

Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point

Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point

Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point

Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point

Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point

DEGENERATION - LMB P.60DEGENERATION - LMB P.60DEGENERATION - LMB P.60DEGENERATION - LMB P.60DEGENERATION - LMB P.60Shadow Weakness 1 2 3 4

Curse of Weakness Spiteful Brutal Cruel MurderousDragon-Sickness Grasping Mistrustful Deceitful Thieving

Lure of Power Resentful Arrogant Overconfident TyrannicalLure of Secrets Haughty Scornful Scheming Treacherous

Wandering-Madness Idle Forgetful Uncaring Cowardly

CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57ANGUISHANGUISHANGUISHANGUISHANGUISH

SOURCES OF CORRUPTION

EXAMPLEEXAMPLEEXAMPLE SHADOW GAIN

Natural but unexpected tragic event, or very grievous occurrence

Serious or mortal accident, death in the family, natural catastropheSerious or mortal accident, death in the family, natural catastropheSerious or mortal accident, death in the family, natural catastrophe

The hero gains 1 Shadow if he fails the Corruption test AND rolls a

Gruesome killing, dreadful experience, Orc-work (senseless destruction), display of the power of the Enemy

Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army

Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army

Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army

1 Shadow

Harrowing experience, physical and spiritual torment, Sorcery

Slavery, torture, the Black Breath, haunted by a Wight, seeing the EyeSlavery, torture, the Black Breath, haunted by a Wight, seeing the EyeSlavery, torture, the Black Breath, haunted by a Wight, seeing the Eye 2 Shadow

Experience directly the power of the Enemy

Interrogated by the Eye Captured by the Nazgûl Interrogated by the Eye Captured by the Nazgûl Interrogated by the Eye Captured by the Nazgûl

Gain 1 Shadow regardless of the outcome of the Corruption test. Then, gain 2 additional points if the test is failed.

BLIGHTED LANDSBLIGHTED LANDSBLIGHTED LANDSBLIGHTED LANDSBLIGHTED LANDSREGIONREGION FREQUENCYFREQUENCYFREQUENCY

Free Lands, Border LandsFree Lands, Border Lands Only when required by the current adventure

Only when required by the current adventure

Only when required by the current adventure

Wild LandsWild Lands Once every weekOnce every weekOnce every weekShadow LandsShadow Lands Once a dayOnce a dayOnce a day

Dark LandsDark Lands Twice a dayTwice a dayTwice a dayMISDEEDSMISDEEDSMISDEEDSMISDEEDSMISDEEDS

ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY

ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY

ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY

ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY

ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY

ACTIONACTIONACTION SHADOW GAINSHADOW GAINAccidental MisdeedAccidental MisdeedAccidental Misdeed ~~

Violent ThreatsViolent ThreatsViolent Threats 11Lying purposefully, subtly manipulate the will of

othersLying purposefully, subtly manipulate the will of

othersLying purposefully, subtly manipulate the will of

others 11

Cowardice, Theft and PlunderCowardice, Theft and PlunderCowardice, Theft and Plunder 22Unprovoked aggression, abusing own authority to

influence or dominateUnprovoked aggression, abusing own authority to

influence or dominateUnprovoked aggression, abusing own authority to

influence or dominate 33

Breaking an Oath, TreacheryBreaking an Oath, TreacheryBreaking an Oath, Treachery 44Torment and Torture, MurderTorment and Torture, MurderTorment and Torture, Murder 55

SUCCUMBING TO THE SHADOW

When a Hero has developed four negative traits related to his Shadow Weakness, the

Hero is at risk for Succumbing to the Shadow

If a Hero who already has four negative Traits (or a Permanent Shadow of 4), suffers

another BOUT OF MADNESS,the Hero is lost and taken out of play.

Elves set sail from the Grey Havens, returning to Valinor,

leaving Middle Earth foreverMen, Dwarves and Hobbits go mad

Heroes may voluntarily retire from adventuring before they succumb to the

shadow

HATE POINTSHate Points are used to measure the resolve and to power the special abilities of a creature. You may spend a creature’s last Hate Point to

power a special ability if you wish.When a Creature’s begins a round without Hate Points,

that creature is considered WEARY

Page 4: TOR GM Screen v1.0

HAZARD SELECTION & SAMPLE EPISODES LMB P. 35HAZARD SELECTION & SAMPLE EPISODES LMB P. 35

g Player’s Choice

1-3 Guide - Lost Direction, Uncomfortable Lodgings4-5 Scout - No Way Forward, Out of the Frying-Pan into the Fire6-7 Huntsman - From Hunter to Prey, Scanty Provisions8-9 Look-out - Cruel Weather, Monsters Roused10 All Companions - Worn with Sorrow and Toil

The Loremaster chooses one role not currently covered (if available)

Valour or Wisdom

Rank

Weapon Skill Level

New Rank Cost

~ ⧫ 22 ⧫⧫ 43 ⧫⧫⧫ 64 ⧫⧫⧫⧫ 105 ⧫⧫⧫⧫⧫ 166 ⧫⧫⧫⧫⧫⧫ 25

Common Skill Level

New Rank Cost

⧫ 4⧫⧫ 8⧫⧫⧫ 12⧫⧫⧫⧫ 16⧫⧫⧫⧫⧫ 20⧫⧫⧫⧫⧫⧫ 24

THE FELLOWSHIP PHASE - AB P. 168 - 173THE FELLOWSHIP PHASE - AB P. 168 - 173THE FELLOWSHIP PHASE - AB P. 168 - 173THE FELLOWSHIP PHASE - AB P. 168 - 173The Fellowship is the conclusion of current adventure phase. The Players take over the

narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase

can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.

The Fellowship is the conclusion of current adventure phase. The Players take over the narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase

can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.

The Fellowship is the conclusion of current adventure phase. The Players take over the narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase

can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.

The Fellowship is the conclusion of current adventure phase. The Players take over the narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase

can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.

DESTINATIONDESTINATIONDESTINATIONDESTINATIONPlayers should choose a destination that is relatively close to their current locationPlayers should choose a destination that is relatively close to their current locationPlayers should choose a destination that is relatively close to their current locationPlayers should choose a destination that is relatively close to their current location

THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings

THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings

THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings

THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings

THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.

Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.

THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.

Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.

THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.

Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.

THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.

Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.

STANDING UPKEEPSTANDING UPKEEPSTANDING UPKEEPSTANDING UPKEEP

When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.

When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.

When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.

When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.

HEROIC DEVELOPMENTHEROIC DEVELOPMENTHEROIC DEVELOPMENTHEROIC DEVELOPMENTHeroes may spend their earned XP and AP during the Fellowship Phase.

Heroes do not have to spend all of their XP or AP, they may save some or all for more expensive developments at a later time. (See XP, AP, and Standing Chart)

Heroes may spend their earned XP and AP during the Fellowship Phase.Heroes do not have to spend all of their XP or AP, they may save some or all for more

expensive developments at a later time. (See XP, AP, and Standing Chart)

Heroes may spend their earned XP and AP during the Fellowship Phase.Heroes do not have to spend all of their XP or AP, they may save some or all for more

expensive developments at a later time. (See XP, AP, and Standing Chart)

Heroes may spend their earned XP and AP during the Fellowship Phase.Heroes do not have to spend all of their XP or AP, they may save some or all for more

expensive developments at a later time. (See XP, AP, and Standing Chart)

UNDERTAKINGSUNDERTAKINGSUNDERTAKINGSUNDERTAKINGSMEET PATRON A hero gains the friendship and counsel of a person of significance.A hero gains the friendship and counsel of a person of significance.A hero gains the friendship and counsel of a person of significance.GAIN NEW DISTINCTIVE FEATURE

A Hero may choose to replace one of his Traits with a new trait that better defines who the Hero is becoming.A Hero may choose to replace one of his Traits with a new trait that better defines who the Hero is becoming.A Hero may choose to replace one of his Traits with a new trait that better defines who the Hero is becoming.

HEAL CORRUPTION A Hero may attempt to lower their current Shadow Rating.A Hero may attempt to lower their current Shadow Rating.A Hero may attempt to lower their current Shadow Rating.CRAFT or SONG roll vs. TN 14CRAFT or SONG roll vs. TN 14CRAFT or SONG roll vs. TN 14CRAFT or SONG roll vs. TN 14

Success Reduce Shadow score by 2 pointsReduce Shadow score by 2 pointsplus j Reduce Shadow score by 4 pointsReduce Shadow score by 4 points

plus jj+ Reduce Shadow score by 6 pointsReduce Shadow score by 6 pointsHeroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal

Corruption roll.

Heroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal

Corruption roll.

Heroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal

Corruption roll.

Heroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal

Corruption roll.

RAISE STANDARD OF LIVING

Heroes spending their time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and more expensive gear. They may spend as much as they wish to maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating.

Heroes spending their time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and more expensive gear. They may spend as much as they wish to maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating.

Heroes spending their time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and more expensive gear. They may spend as much as they wish to maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating.

ProsperousProsperous 1 Treasure Point for 1 MonthRichRich 2 Treasure Points for 1 Month

RAISE STANDING May Raise their current standing. See Standing ChartMay Raise their current standing. See Standing ChartMay Raise their current standing. See Standing ChartOPEN NEW SANCTUARY

The Company may choose to gain a new location as a Sanctuary. All members of the Company must agree to do this.The Company may choose to gain a new location as a Sanctuary. All members of the Company must agree to do this.The Company may choose to gain a new location as a Sanctuary. All members of the Company must agree to do this.

If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next

Adventure phase

If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next

Adventure phase

If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next

Adventure phase

If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next

Adventure phase

YEAR’S END - AB P. 174YEAR’S END - AB P. 174YEAR’S END - AB P. 174YEAR’S END - AB P. 174LM describes events that occur in Middle Earth.LM describes events that occur in Middle Earth.LM describes events that occur in Middle Earth.LM describes events that occur in Middle Earth.

PLAYER- HERO INTERVENTIONPLAYER- HERO INTERVENTIONPLAYER- HERO INTERVENTIONPLAYER- HERO INTERVENTION

If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.

If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.

If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.

If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.

The Hero’s Standing should be appropriate for the event taking place.The Hero’s Standing should be appropriate for the event taking place.The Hero’s Standing should be appropriate for the event taking place.The Hero’s Standing should be appropriate for the event taking place.The LM should deem whether an appropriate Skill Roll should be used for the eventThe LM should deem whether an appropriate Skill Roll should be used for the eventThe LM should deem whether an appropriate Skill Roll should be used for the eventThe LM should deem whether an appropriate Skill Roll should be used for the event

BEGINNING OF NEXT ADVENTURING PHASEBEGINNING OF NEXT ADVENTURING PHASEBEGINNING OF NEXT ADVENTURING PHASEBEGINNING OF NEXT ADVENTURING PHASEWhen the LM has finished with their description of the end of year’s events, and the

players are done with their interventions. The Fellowship Phase is over.The Adventuring Phase begins with the first season of the following year.

When the LM has finished with their description of the end of year’s events, and the players are done with their interventions. The Fellowship Phase is over.

The Adventuring Phase begins with the first season of the following year.

When the LM has finished with their description of the end of year’s events, and the players are done with their interventions. The Fellowship Phase is over.

The Adventuring Phase begins with the first season of the following year.

When the LM has finished with their description of the end of year’s events, and the players are done with their interventions. The Fellowship Phase is over.

The Adventuring Phase begins with the first season of the following year.

JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-391. Players Determine their Route1. Players Determine their Route1. Players Determine their Route1. Players Determine their Route1. Players Determine their Route

a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)

a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)

a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)

a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)

a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)

2. Determine Terrain Difficulty2. Determine Terrain Difficulty2. Determine Terrain Difficulty2. Determine Terrain Difficulty2. Determine Terrain DifficultyMAP KEY DIFF. THE ROAD TRAVELLED IS MOSTLY ...THE ROAD TRAVELLED IS MOSTLY ... MOD.

~ Very Easy Good Road*Good Road* x 0.5

Easy Open Terrain, well-trodden track or path, plains, meadows, on a boat along a navigable riverOpen Terrain, well-trodden track or path, plains, meadows, on a boat along a navigable river x1

Moderate Pathless Wilderness, Hills, Sparse Woods, BogsPathless Wilderness, Hills, Sparse Woods, Bogs x1.5

Hard Marshes, Wastes, Fells, Woods with good tracks**Marshes, Wastes, Fells, Woods with good tracks** x2

Severe Dense woods, very rough ground, any road or path in Mirkwood**Dense woods, very rough ground, any road or path in Mirkwood** x3

Daunting Densest Wood, Desert, Blighted or Ruined Land, Mountain PassesDensest Wood, Desert, Blighted or Ruined Land, Mountain Passes x5

*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses

3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per DayCOMPANY TRAVELINGCOMPANY TRAVELINGCOMPANY TRAVELING MILES PER DAYMILES PER DAY

On footOn footOn foot 20 Miles20 MilesRiding horsesRiding horsesRiding horses 40 Miles40 Miles

Using boats on a riverUsing boats on a riverUsing boats on a river 20 Miles downstream5-10 miles upstream

20 Miles downstream5-10 miles upstream

4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season ModifierSEASONSEASONSEASON ONE FATIGUE TEST EVERY ...ONE FATIGUE TEST EVERY ...

WinterWinterWinter 3 Days3 DaysSpringSpringSpring 5 Days5 Days

SummerSummerSummer 6 Days6 DaysAutumnAutumnAutumn 4 Days4 Days

5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain TypeTRAVEL ROLETRAVEL ROLETRAVEL ROLE SKILL USED FOR HAZARD TESTSKILL USED FOR HAZARD TEST

GuideGuideGuide TravelTravelScoutScoutScout ExploreExplore

HuntsmanHuntsmanHuntsman HuntingHuntingLook-outLook-outLook-out AwarenessAwareness

ENCOUNTERS - AB P. 163-165, LMB P. 51-53ENCOUNTERS - AB P. 163-165, LMB P. 51-531. Players determine the Goal of the Encounter1. Players determine the Goal of the Encounter2. Introduction (AB p. 164)2. Introduction (AB p. 164) a. Players either introduce themselves individually, or nominate a single Player as the Fellowship’s spokesman a. Players either introduce themselves individually, or nominate a single Player as the Fellowship’s spokesman b. Determine a course of action - Lore or Insight b. Determine a course of action - Lore or Insight c. Useful Skills - Awe, Courtesy, and Riddle c. Useful Skills - Awe, Courtesy, and Riddle3. Interaction (AB p. 165)3. Interaction (AB p. 165) a. Skills used - Insight, Inspire, Persuade, Riddle, or Song a. Skills used - Insight, Inspire, Persuade, Riddle, or Song4. When the Fellowship fails a number of rolls in excess of the Tolerance Rating, the encounter is over. The Players may not propose or attempt any further tasks.

4. When the Fellowship fails a number of rolls in excess of the Tolerance Rating, the encounter is over. The Players may not propose or attempt any further tasks.5. Based on the circumstances, the results of the encounter may be favorable, neutral, or the players may have aggravated the situation

5. Based on the circumstances, the results of the encounter may be favorable, neutral, or the players may have aggravated the situationUSE THE TABLES BELOW TO DETERMINE THE TOLERANCE RATING

FOR AN ENCOUNTERUSE THE TABLES BELOW TO DETERMINE THE TOLERANCE RATING

FOR AN ENCOUNTER

TOLERANCE RATINGTOLERANCE RATINGBasic Rating = Valour or WisdomBasic Rating = Valour or Wisdom

ValourWarriors, Soldiers, Captains, etc.

ValourWarriors, Soldiers, Captains, etc.

WisdomCommon Folk, Merchants, Hobbits, Elves, Wizards, etc.

WisdomCommon Folk, Merchants, Hobbits, Elves, Wizards, etc.

Add Standing ModifierAdd Standing ModifierSubtract Prejudice ModiferSubtract Prejudice Modifer

Add or Subtract Additional ModifiersAdd or Subtract Additional Modifiers

MINIMUM TOLERANCE RATING = 1MINIMUM TOLERANCE RATING = 1STANDING ( + VARIABLE MODIFIER )STANDING ( + VARIABLE MODIFIER )

The Highest standing value among the Fellowship belonging to the same Culture Group as the Encountered Party is added to

the basic Tolerance rating for the encounter

The Highest standing value among the Fellowship belonging to the same Culture Group as the Encountered Party is added to

the basic Tolerance rating for the encounter

PREJUDICE ( -1 MODIFIER )PREJUDICE ( -1 MODIFIER )Beornings are prejudiced against DwarvesBeornings are prejudiced against Dwarves

Dwarves are prejudiced against ElvesDwarves are prejudiced against ElvesElves are prejudiced against DwarvesElves are prejudiced against Dwarves

ADDITIONAL MODIFIERSADDITIONAL MODIFIERS

+3 The Fellowship’s arrival in a place recalls some local legend or song

+2 The Fellowship is already known and appreciated among the people they meet

+1 The Fellowship is carrying a message or is on an errand from someone respected by the people encountered

-1 The Fellowship is coming from an area feared or shunned by the people they meet

-2 The Company insists in carrying their weapons in a hallowed place

-3 The adventurer’s are asking for passage across forbidden territory

FATIGUE FROM JOURNEYSFor each failed Fatigue test, a Hero gains a number of points

equal to the encumbrance of their traveling gear1 Point for Summer Gear / 2 Points for Winter Gear

Heroes traveling using Ponies or Boats half their total Fatigue due to failed Travel Rolls. See AB p.156 for Expense Chart

Regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a safe location.

This usually occurs at journey's end.

Standingto

Attain

Treasure Points

1 42 83 124 165 206 24